/*
 * This file is part of Applied Energistics 2. Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. Applied
 * Energistics 2 is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General
 * Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
 * later version. Applied Energistics 2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
 * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General
 * Public License for more details. You should have received a copy of the GNU Lesser General Public License along with
 * Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
 */

package appeng.client.render.blocks;

import net.minecraft.client.Minecraft;
import net.minecraft.client.model.ModelChest;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.IBlockAccess;
import net.minecraftforge.client.IItemRenderer.ItemRenderType;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;

import appeng.block.storage.BlockSkyChest;
import appeng.client.render.BaseBlockRender;
import appeng.tile.storage.TileSkyChest;

public class RenderBlockSkyChest extends BaseBlockRender<BlockSkyChest, TileSkyChest> {

    private static final ResourceLocation SKY_STONE_CHEST = new ResourceLocation(
            "appliedenergistics2",
            "textures/models/skychest.png");
    private static final ResourceLocation SKY_BLOCK_CHEST = new ResourceLocation(
            "appliedenergistics2",
            "textures/models/skyblockchest.png");
    private static final ResourceLocation[] METADATA_TO_TEXTURE = { SKY_STONE_CHEST, SKY_BLOCK_CHEST };

    private final ModelChest model = new ModelChest();

    public RenderBlockSkyChest() {
        super(true, 80);
    }

    @Override
    public void renderInventory(final BlockSkyChest blk, final ItemStack is, final RenderBlocks renderer,
            final ItemRenderType type, final Object[] obj) {
        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

        final int metaData = is.getItemDamage();
        final ResourceLocation loc = METADATA_TO_TEXTURE[metaData];

        Minecraft.getMinecraft().getTextureManager().bindTexture(loc);

        GL11.glScalef(1.0F, -1F, -1F);
        GL11.glTranslatef(-0.0F, -1.0F, -1.0F);

        this.model.chestLid.offsetY = -(0.9f / 16.0f);
        final float lidAngle = 0.0f;
        this.model.chestLid.rotateAngleX = -((lidAngle * 3.141593F) / 2.0F);
        this.model.renderAll();

        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    }

    @Override
    public boolean renderInWorld(final BlockSkyChest blk, final IBlockAccess world, final int x, final int y,
            final int z, final RenderBlocks renderer) {
        return true;
    }

    @Override
    public void renderTile(final BlockSkyChest block, final TileSkyChest skyChest, final Tessellator tess,
            final double x, final double y, final double z, final float partialTick, final RenderBlocks renderer) {
        if (skyChest == null || !skyChest.hasWorldObj()) {
            return;
        }

        GL11.glEnable(GL12.GL_RESCALE_NORMAL);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

        final int metaData = skyChest.getWorldObj().getBlockMetadata(skyChest.xCoord, skyChest.yCoord, skyChest.zCoord);
        final ResourceLocation loc = METADATA_TO_TEXTURE[metaData];

        Minecraft.getMinecraft().getTextureManager().bindTexture(loc);

        this.applyTESRRotation(x, y, z, skyChest.getForward(), skyChest.getUp());

        GL11.glScalef(1.0F, -1F, -1F);
        GL11.glTranslatef(-0.0F, -1.0F, -1.0F);

        final long now = System.currentTimeMillis();
        final long distance = now - skyChest.getLastEvent();

        if (skyChest.getPlayerOpen() > 0) {
            skyChest.setLidAngle(skyChest.getLidAngle() + distance * 0.0001f);
        } else {
            skyChest.setLidAngle(skyChest.getLidAngle() - distance * 0.0001f);
        }

        if (skyChest.getLidAngle() > 0.5f) {
            skyChest.setLidAngle(0.5f);
        }

        if (skyChest.getLidAngle() < 0.0f) {
            skyChest.setLidAngle(0.0f);
        }

        float lidAngle = skyChest.getLidAngle();
        lidAngle = 1.0F - lidAngle;
        lidAngle = 1.0F - lidAngle * lidAngle * lidAngle;

        this.model.chestLid.offsetY = -(1.01f / 16.0f);
        this.model.chestLid.rotateAngleX = -((lidAngle * 3.141593F) / 2.0F);

        // The vanilla chests wants culling reversed...
        GL11.glCullFace(GL11.GL_FRONT);
        this.model.renderAll();
        GL11.glCullFace(GL11.GL_BACK);

        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    }
}
